That is indeed related to the "Inner Segment Distance" control value. Usually this is for controlling possible line marking shapes on the edge of the road, that is why the max value is 2 at the moment. I will increase this value, it will be part of the 3.1.5 update available later this week.

In v3.2 these exact texture specific offsets (required on crossings) can be defined in the road type settings. This will be used automatically on any crossing type using the new Flex Connector.

That is indeed related to the "Inner Segment Distance" control value. Usually this is for controlling possible line marking shapes on the edge of the road, that is why the max value is 2 at the moment. I will increase this value, it will be part of the 3.1.5 update available later this week.

In v3.2 these exact texture specific offsets (required on crossings) can be defined in the road type settings. This will be used automatically on any crossing type using the new Flex Connector.

Thanks,
Raoul

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Great, had a hunch inner segment distance may solve it, that's why I marked it in the printscreen. I'll look fwd for the next update. Thanks

I had no issues importing the fbx in the system and it works well in the scene (no material was included in the download), two roads attached.

Which version of Unity do you use and which EasyRoads3D version? And when exactly do you get the error?

In a previous update during Unity 2018.3 beta, I belief it was v3.1.2 or perhaps v3.1.3 changes were made to deal with 2018.3 changes. These could result in the error you posted. This should be fixed in the latest v3.1.4

When props are added manually, it means that ideally the road shape must stay the same. This will be the case when switching back and forth between edit mode and build mode.

Alternatively you could lock the road ((the little lock icon in the Inspector next to the road name)) if you want to be sure that the road does not change. This is currently not entirely working regarding scene view operations but that is optimized in the next update.

Connecting new roads to a "finished" road will result in changes to this road. It has to be split in two road objects with a new crossing prefab in between. This also possibly affects terrain deformation at that spot because another road is involved.

The only thing that indeed will require attention again is indent areas with manual smoothing. One way around that is too preserve terrain changes done for that road when switching back to Edit Mode. This option is available after switching on "Enable Back to Edit Mode without Terrain Restore" in General Settings > Scene Settings. This option is not available by default as it is not recommended to use this, it has been added upon request. Road shape changes in a later stage will result in the old road shape being visible in the terrain. But if you do decide to use this, then "Terrain Deformation" can be switched off for that road afterwards. The terrain will no longer be updated for this road.

Thanks,
Raoul

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Hello Raoul,

I'm trying this workflow and it seems to work like I want. But I have an issue. I'm raising my road network by 0.07 to decrease z-fighting. This works great, but now that I go back to edit mode without restoring the terrain my road network drops back down into the terrain again. Is there a way I can keep my road network raised when going back to edit mode so it will look completely finished?

But that is Edit mode only. Terrain deformation is done relative to the road height that is why the Raise level is ignored in Edit mode.

Although the road will not affect the terrain anymore with this setup, it will still raise in Build Mode to the specific offset, is that right? And is that not what you need for a finished road network?

I'm not sure I understand you correctly. But maybe I'm doing this all wrong, so I'll show you my issue.

I have this road which is suffering from z-fighting. This is a road I want to finish, but maybe attach new roads to later on.

So I click Build Terrain.

The z-fighting issue is resolved by raising the road with 0.07. I am satisfied with the road, so I click back to edit mode without terrain restore.

And I'm back at square one.

I understand that raise road network only works in "Build Terrain" mode, but is there a way for me to keep it rissen after I go back to edit mode or is this impossible and will this only happen when I completely "Finalize" the road?

EDIT: It's not that this is really an issue I guess, but it would just be nicer for level design purposes to have the road look finished even though it's not Finalized. If this is not possible, don't put too much effort in it.

I understand that raise road network only works in "Build Terrain" mode, but is there a way for me to keep it rissen after I go back to edit mode or is this impossible and will this only happen when I completely "Finalize" the road?

EDIT: It's not that this is really an issue I guess, but it would just be nicer for level design purposes to have the road look finished even though it's not Finalized. If this is not possible, don't put too much effort in it.

Regards,

Lenne

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Hi Lenne,

Like discussed on the previous page, the workflow you are using is not the recommended workflow. It was added upon request and I mentioned it because you were asking for something that has a similar result. Making it possible to preserve terrain changes done in Build Mode when switching back to Edit Mode.

Indeed, this will put the road back at raise level 0, but Edit mode is the state in which you add new roads, change the road network. After switching back to Build mode, the "finished" road will be put back at the current "Raise" level as well.

Is keeping the road network in Build Mode not an option and switch back to Edit mode when you want to make changes? What exactly is interfering in the current situation? Or is this indeed more a request for "visual" reasons in Edit mode when working on other road sections? Perhaps this can be done in another way, adding or raising the offset on the road shader a little bit?

Obviously, what you ask for, preserve the Raise level in Edit mode for a road that currently no longer affects the terrain can be added, but all this is something that is not really following the recommended workflow, if that makes sense. It will require changes to the code that generates the roads, the "Raise" level itself is controlled by the Y position of the parent object.

"Finalize" is one step further after switching to Build Mode, it removes all script components. This part is not involved in this specific topic, all this is related to Edit Mode vs Build Mode.

Thanks for your quick answer. Indeed this is all purely visual, it's not very important.. more like a nice to have. The reason I have to go back to edit mode is for other roads in the scene that's why I can't stay in build mode. When finishing the scene or working with level design around this road I will just put it in build mode so it will look finished.

I don't think it's worth altering shaders or code for, I'm satisfied with how I can work with it but I was wondering if I was missing something.

Thanks for your quick answer. Indeed this is all purely visual, it's not very important.. more like a nice to have. The reason I have to go back to edit mode is for other roads in the scene that's why I can't stay in build mode. When finishing the scene or working with level design around this road I will just put it in build mode so it will look finished.

I don't think it's worth altering shaders or code for, I'm satisfied with how I can work with it but I was wondering if I was missing something.

Thanks again.

Regards,

Lenne

Click to expand...

Ok, in that case and if you do want to improve this in Edit mode, depending on how many materials are involved, altering the shaders will probably be the easiest way here. This is a matter of changing the offset value in the Inspector. If that option is not available, it can probably be added. Let me know if you need help with that. The EasyRoads3D shaders (apart from the Standard version) can be used as an example to test this. I belief the HD Roads shaders have this option too. If not, it can be added..

Yes exactly!
Another question is whether your roads work with a simple terrain mesh?

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Hi Bogat,

Thank you, I will check that situation.

Roads can be created on a mesh terrain by dropping this mesh in the "Mesh Terrain" slot in "General Settings > Scene Settings". But adjusting the terrain to the shape of the roads will not work on a mesh terrain.

I'm pushing the envelope with mobile optimizations so every (extra) polygon counts. I think we're missing (or I couldn't find it) an extra setting that would allow to reduce the resolution of secondary straight sides of a T intersection. Perhaps this is a corner case since you'll only need it when the sidewalk is wide ( > 6 ) like in my case.
Below picture should clarify exactly what I'm interested in (also wrote the settings that helped reduce polygons in other areas, it may be helpful for others) :

I'm pushing the envelope with mobile optimizations so every (extra) polygon counts. I think we're missing (or I couldn't find it) an extra setting that would allow to reduce the resolution of secondary straight sides of a T intersection. Perhaps this is a corner case since you'll only need it when the sidewalk is wide ( > 6 ) like in my case.
Below picture should clarify exactly what I'm interested in (also wrote the settings that helped reduce polygons in other areas, it may be helpful for others) :

T crossings are based on X crossings. "Rounding Segments" controls the resolution of the corners.

In the General Settings there is the option "Resolution Straight Side" below the "T Crossing" checkbox. Is that what you are looking for?

Thanks,
Raoul

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Hi Raoul,

"Resolution Straight Side" below the "T Crossing" checkbox. Is that what you are looking for?
Nope, already used that, but it doesn't affect the marked areas.
I'll try to illustrate again :
Below is a default T intersection before and after updating both resolution straight side and rounding segments, and it works perfectly (both corners and straight line vertices are drastically reduced) :

The issue comes when I try to widen the sidewalk, there appear these straight areas (due to sidewalk padding), marked below with yellow, that cointain a high degree of polygons, and those areas are not affected by the resolution straight side setting :

I was wondering if there is anything than can be done to reduce them as well.

I have a "non flat" intersection, with a branch going up, no problem to create the custom prefab, but when I drag a road from the highest branch, as you can see it snaps to 0 and I couldn't find a control somewhere to tweak this height.
Is it possible ?

Just thinking of it, a possible workaround for now might be the snap connector introduced in v3.1.4.

General Settings > Road Types > Create Snap Connector. This will create a new prefab in the project folder that works similar as the green connection handles for crossings. Roads can be attached and new roads can be started.

These snap connectors can be added to a new prefab, the wide road snap connector at (0,0,0) the other two on the x axis halfway of each side of the wide road. This prefab will not be integrated in the road system, but could be added manually when required.

In general for parallel roads, Terrain deformation for the two roads will overlap, so they must be aligned at the same height as long as they are parallel and close to each other.

I have a "non flat" intersection, with a branch going up, no problem to create the custom prefab, but when I drag a road from the highest branch, as you can see it snaps to 0 and I couldn't find a control somewhere to tweak this height.
Is it possible ?

No, it's not flat and we need it not to be flat, there will be a bunch of crossing like this one, connection going up or down.

Is it not possible in easyroads and should I look for a workaround ?

Click to expand...

crossings can be rotated on any if the 3 axis, in that regard the positioning of the intersection in the scene doesn't have to be flat, Roads will connect well to rotated intersections, the shape will gradually adjust

But having the terrain flattened accurately according the exact shape of any arbitrary mesh is not possible due to the nature of the unity terrain object, grid based with a specific heightmapscale. That is why the system does this based on the local y = 0 value.

What is on the list for custom prefabs is allow connections at different y values, that will fix the glitch in your screenshot. This will come with more control over terrain deformation per connection. But having any unity terrain object adjust according to the exact intersection shape is technically not possible

I see a T crossing with 3 roads connected. The T crossing indeed doesn't look right. How was this created? By instantiating it in the scene through Shift + click or by attaching it directly to one of the 3 roads?

Which version of Unity do you use? And is only v3.1.5 imported or also the free demo package?

I did two quick v3.1.5 tests in Unity 2018.3.0f2.

1) Added a T crossing to the scene by selecting it in the Inspector and Shift + click in the scene. Then I pulled out new roads from the green connection handles. This worked well, no errors and the crossing position can be changed. It is fully responsive.

2) Added a new road using the "Default Road" type with two markers. With marker 2 selected I attached a T Crossing from the Connections tab in the Inspector. Then I pulled out two more roads from the other two green connection handles. This too worked well, nor errors, the crossing is fully responsive.

I added a new road using My Custom Road type with few markers. With a marker in the middle selected I attached a T crossing from the Connections tab. After that, I created the third road and attached it manually to T crossing.

I couldn't reproduce this issue again, maybe there was some setting in my custom road that produced this issue.

I added a new road using My Custom Road type with few markers. With a marker in the middle selected I attached a T crossing from the Connections tab. After that, I created the third road and attached it manually to T crossing.

Click to expand...

This too seems to work fine. Perhaps it is related to your custom road type, I will check that. With the current X and T Crossings you usually want to create new road type specific X and T crossings. This can be done quickly in General Settings > Road Types >Create New Connection Prefab

I got a problem with easy roads, sometimes Unity reimport prefabs in
"Assets/EasyRoads3D/Ressources/custom prefabs"
and
"Assets/EasyRoads3D/Ressources/dynamic prefabs"
and takes severals minutes to do so it's quite annoying, do someone know why this is happening?

I got a problem with easy roads, sometimes Unity reimport prefabs in
"Assets/EasyRoads3D/Ressources/custom prefabs"
and
"Assets/EasyRoads3D/Ressources/dynamic prefabs"
and takes severals minutes to do so it's quite annoying, do someone know why this is happening?

Thanks!

Click to expand...

Hi Modimage,

Which version of Unity do you use and which version of EasyRoads3D?

What exactly happends, what is being displayed? Or is this connections tab / thumbnail preview related? This is updated in v3.1.5 released this week

Sometimes, i think is when i made a modification on my roadnetwork or something with easyroads assets, my unity freeze, like is working on something, and after some time there is a loading screen like unity reimport my assets.

I moved all the prefabs in the "unused prefabs" and it's look like that resolve the problem ^^'

Did you import v3.1.4 from Unity 2018.3.0f2 or was the project upgraded to 2018.3.0f2 with v3.1.4 already imported? In that case, can you reimport 3.1.4 from the asset store to make sure the correct version is imported.

Hello, I want to be able to add side objects to tilted road that follow the same tilted angled of the road, in the same way as it already happens with side barriers and guard rails.

Here is an example screenshot of what I want to get (be aware that these two images has been made manually by hand as a mockup to show what I want to get with Easy road)

And here is another point of view that shows the progression of the billboard changing angle according to the road angle and the top part facing to the road

If you configure the billboards as side object with Mesh objects they are all put straight and vertical, as in the main demo scene, and will not follow the titled angle of the road

Looking at how the Guard raild and barriers are added as side objects I have seen that they are configured as Procedural mesh objects in the Side Objects BUT if I make the same with the billboards there is no way I can see that you can define the amount of billboards that I want to put and it puts LOTS of them.

Also the billboard top is not rotated and I need to rotate the sign so the top part faces to the road as shown on the first two screenshots and not as shown on the third one

This same happens, if you try to add any other object to a tilted road like a palm tree or whatever

Please, can you be so kind to tell me how can be configured the billboard as side object so it follows the tilted road angle, and is with the right angle facing correctly ?

The processbar is not the processbar that will be visible when generating prefab thumbnails, what I mentioned in my reply to Modimage.

Just in case this is relevant, starting from Unity 2018.3, different packages are uploaded to the asset store. When a Unity 2018.2 or earlier project with v3.1.4 or v3.1.5 is upgraded to Unity 2018.3, the easyRoads3D package should be reimported from the asset store.

If this is not done then some code runs that will make sure dynamic and custom prefabs have valic prefab ID's. This worked fine in previous versions, in Unity 2018.3 it causes a delay. This code is no longer required for Unity 2018.3.

Yesterday when using the new v3.2 beta in Unity 2018.3 I did notice some unexpected behaviour when saving the scene, the processbar appeard and Unity was doing something. But this was a fairly quick process, about 5 secs at max, not what Modimage posted. This will be looked into.

If you configure the billboards as side object with Mesh objects they are all put straight and vertical, as in the main demo scene, and will not follow the titled angle of the road

Looking at how the Guard raild and barriers are added as side objects I have seen that they are configured as Procedural mesh objects in the Side Objects BUT if I make the same with the billboards there is no way I can see that you can define the amount of billboards that I want to put and it puts LOTS of them.

Also the billboard top is not rotated and I need to rotate the sign so the top part faces to the road as shown on the first two screenshots and not as shown on the third one

This same happens, if you try to add any other object to a tilted road like a palm tree or whatever

Please, can you be so kind to tell me how can be configured the billboard as side object so it follows the tilted road angle, and is with the right angle facing correctly ?

Thanks very much your possible help

Best wishes

Click to expand...

Hi SpaceRay,

Procedural side objects are side objects that will be generated along the track based on a source mesh, the shape of the source mesh will be repeated, following the path. This is not what you want for a billboard type of side object.

The Mesh type of side object will also adjust to the tilting angle. The below image with rotated lamp posts is taken from the demo scene, with "Alignment" set to "Path Normal" instead of "None".

The orientation of the billboard so it faces the road can be changed by either changing the orientation of the source mesh or by entering a value for "Add Rotation Angle".

So I wonder what I am doing wrong when trying to add a new marker to an existing road

thanks very much for any possible help

best wishes

Click to expand...

Hi,

That is a bit of a crazy road shape . I assume the issue is related to that? I will check this type of tracks and see if it can be improved.

And if add another new marker near the other one it will totally break the road as shown here

Click to expand...

Markers are added to the start / end of a track, this does not the match the green selected marker in the image neither does it show the start or end of the track. What exactly is the situation here? Or is this also related to inserting markers?

Please, can you tell me HOW to export a created road with different side objects included and be able to use it as a normal 3D unity object?

I mean that it is without any Easy Road script and not editable anymore, and keeping all the meshes and materials of the road and the side objects correctly.

Thanks very much

Click to expand...

A normal Unity object is based on assets created by Unity, not fbx or obj models. Is that what you mean?

Unity stores dynamically generated meshes (roads in this case) by default in the scene file. In Build Mode there is a "Store Mesh Assets in Project Folder" option and a "Finalize" option which removes script components . These two do what you are asking for. It is recommended to only use this when the road network is ready and even then you probably want to keep a backup of the original road shape.

What exactly do you want to do here? Is this for final builds? Perhaps there are other ways to do what you want.

Yesterday when using the new v3.2 beta in Unity 2018.3 I did notice some unexpected behaviour when saving the scene, the processbar appeard and Unity was doing something. But this was a fairly quick process, about 5 secs at max, not what Modimage posted. This will be looked into.

Is that what you noticed as well? When exactly did this happen?

Click to expand...

Hi Raoul,

It occurs each time you deselect/exit the roadnetwork when you made change in it. Around ten seconds of Unity thinking (round mouse pointer) then the loading bar.

It occurs each time you deselect/exit the roadnetwork when you made change in it. Around ten seconds of Unity thinking (round mouse pointer) then the loading bar.

Thanks

Click to expand...

It does sound like twhat happened in versions up to v3.1.3 in Unity 2018.3. And I assume, after what I wrote above, this is v3.1.5 imported in Unity 2018.3? Not and earlier version of Unity with v3.1.5 upgraded to Unity 2018.3.

Also, editing roadtype specific sideobjects in the roadtype menu is effective on new roads, but did not update the previously created ones. You have to select each road one by one and enter the values for each side objects.

Oops...

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